Dynamic personalized program content

ABSTRACT

Described is a technology by which personalization data is used to select and order video highlight clips for a personalized highlight reel that a user may play to view, such as part of a narrative arranged for that user. The narrative may include introductory content, transition content and/or ending content. The narrative may include advertising content and/or ending content. The narrative may be rearranged in response to an event.

BACKGROUND

There is a great deal of program content available from televisionnetworks and other sources. On a television set top box or the like,users receive and may be able to record pre-programmed, manuallyproduced television shows. Often the user is not interested in theentire content of each show, and thus has to fast forward throughuninteresting content. Sometimes in order to find desired content, suchas a particular highlight, a user has to look for the content by fastforwarding through multiple recorded shows, or possibly waiting during alive show until the content can be viewed.

On the web, to find desired content, users have to hunt around for avideo clip that they think contains desired content, and similarlyplay/fast forward through that clip. Again, to find something specific,a user often needs to click through multiple video clips.

SUMMARY

This Summary is provided to introduce a selection of representativeconcepts in a simplified form that are further described below in theDetailed Description. This Summary is not intended to identify keyfeatures or essential features of the claimed subject matter, nor is itintended to be used in any way that would limit the scope of the claimedsubject matter.

Briefly, various aspects of the subject matter described herein aredirected towards a technology by which personalization data is used todetermine a set of video clips, based upon the personalization data andmetadata associated with the video clips. The video clips of the set areordered into a catalog based upon the personalization data and at leastsome of the metadata. The video clips may be integrated with othercontent into a narrative presentation. In one aspect, the other contentincludes transition content, which upon playing of the narrative isplayed before at least one video clip, and/or an advertisement that uponplaying of the narrative is played in association with at least onevideo clip.

In one aspect, a content scoring component determines scores for a setof personalized video clips that are selected based upon at least somepersonalization data. A sorting component orders the video clips basedupon their scores, and a mechanism arranges the video clips and othercontent into a narrative for playing. The content scoring component mayfurther determine the scores based upon one or more criteria includingat least one of popularity data, user behavior history data or statedata. A filter set, comprising filters and/or a querying mechanism, maybe used to determine the set of personalized video clips from a largerset of available video clips.

In one aspect, information corresponding to a set of video clips isordered into a catalog based upon personalization data. The catalog isarranged into a narrative based upon the ordering, including adding atleast some other content to the narrative. At least part of thenarrative is played, including playing at least one of the video clips.The narrative may be dynamically rearranged based upon an event.

Other advantages may become apparent from the following detaileddescription when taken in conjunction with the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention is illustrated by way of example and not limitedin the accompanying figures in which like reference numerals indicatesimilar elements and in which:

FIG. 1 is a block diagram showing example components of a system thatprovides a dynamic and personalized programming content to a useraccording to one example embodiment.

FIG. 2 is a flow diagram representing example steps that may be taken toprovide personalized programming content for a user according to oneexample embodiment.

FIG. 3 is a flow diagram representing example steps that may be taken toarrange personalized programming content for a user into a narrativeaccording to one example embodiment.

FIG. 4 is a block diagram representing an exemplary computingenvironment, in the form of a gaming system, into which aspects of thesubject matter described herein may be incorporated.

DETAILED DESCRIPTION

Various aspects of the technology described herein are generallydirected towards automatically providing personalized content for auser. In one aspect, a user's personalization data is stored and used(along with possibly other criteria) to drive queries for programcontent. A video player application may organize and display the programcontent in a series of video clips, sometimes referred to as a highlightreel or highlights reel, including playing each video clip in successionas a narrative. The clips may be played in association with othercontent, such as “programmed” video bumpers, transition content,advertisements and/or other effects. The application may be configuredto tweak, filter, or sort the personalization data to dynamicallyre-present a modified highlights reel, such as by performing real-timereorganization, sorting, and querying for content to present to theuser.

It should be understood that any of the examples herein arenon-limiting. For example, the technology may work with audio, and mayuse any computing devices such as a gaming systems, personal computers,digital video recorders (DVRs), set-top boxes, smartphones and/ortablets. As such, the present invention is not limited to any particularembodiments, aspects, concepts, structures, functionalities or examplesdescribed herein. Rather, any of the embodiments, aspects, concepts,structures, functionalities or examples described herein arenon-limiting, and the present invention may be used various ways thatprovide benefits and advantages in content presentation in general.

FIG. 1 shows a block diagram comprising example components in oneimplementation, in which a video player application 102 communicateswith a user personalization service 104 in order to provide personalizedprogram content for a user. As represented in FIG. 1, the userpersonalization service 104 is located in a remote network location orset of locations (e.g., the “cloud”) relative to the video playerapplication 102, which for example may reside on one or more of a user'slocal computing devices, such as a gaming console and smartphone.

As will be understood, having the service 104 in the cloud allows anyuser's personalized information (as well as the program content andmetadata) to be accessed from different platforms and devices. However,as will be understood, any of the components and/or data describedherein may be remote relative to the device on which the content isviewed, or alternatively, at least some components that are representedas remote in FIG. 1 may be local. Further, any components that areexemplified may be divided into sub-components, some or all of which maybe remotely located, locally located, or split between local and remote,and/or other components shown may be combined into a lesser number ofcomponents.

In the example implementation of FIG. 1, the video player application102 includes a mechanism (e.g., a user interface, or UI 106) forreceiving and maintaining a user's personalization data 108 in asuitable storage, e.g., local storage on a device and/or in the cloudsuch as part of the personalization service 104 for access by anydevice. For example, for a personalized sports highlight reel, the UI106 may present the user with a menu of choices or the like to identifya customized set of elements including the user's favorite shows, sportcategories, leagues, and teams. Depending on a given implementation,virtually any set of information may be collected, including dislikes.The user may personalize and order these elements in the manner that theuser considers most relevant. The user also may share thepersonalization data 108, e.g., with a friend, group or set of followers(e.g., blog readers) having common interests.

Based upon the user's personalization data 108, e.g., which may be inthe form of a list, the application may create a set (e.g., a series) ofone or more filters, such as one for each item in the personalizationdata 108. The filter set 110, which in FIG. 1 is exemplified as being inthe cloud (but may in be local in whole or in part), may be used tonarrow the amount of available content to only content in which the useris likely interested. In general, each video clip in one or more contentsources 112 from which the clips are obtained is associated withmetadata 114 that describes or otherwise fits with that clip, and thefilter set 110 uses this information to select a subset of relevantcontent for the user. Note that metadata 114 may be directly associatedwith a clip, such as entered by the creator of the clip, or may beindirectly obtained from other sources, e.g., sports scores, other feedsand sources, other metadata, user popularity data and so forth.

Time is one filtering criterion, e.g., only clips that are newer thanforty-eight hours old or some other timeframe may be considered for thereel. Other filtering criterion also may be applied at this stage; forexample, as indicated within the user's personalization data 108, a usermay be interested in professional football but not college football, andthus from among the video clips identified via their metadata ascontaining football video, the filter set 110 eliminates video clipscontaining college football, and so on with other non-desirable clips.

In one implementation, after filtering, the result is a set of clips(such as a list) in which the user is likely interested. As describedbelow, a scoring mechanism 115 and sorting mechanism 116 (which may bethe same component) computes a score for each clip and ranks the clipsaccording to the score, respectively. For example, based in part on themetadata, clips of user-selected favorite teams and newer clips may begiven more weight and thus trend toward the head of the playback queue.Weights used in scoring may be manually set, learned via machinelearning, tuned based upon feedback, and so forth.

Also shown in FIG. 1 is other user data 118 may be collected, such asreflecting the popularity of a clip as determined from a large number ofusers. This may factor into filtering, as general popularity may bespecified by default or by user preference as being acceptable forinclusion of a clip. For example, a user ordinarily may not prefer tosee everyday basketball highlights, but may enjoy seeing a spectaculargame winning shot that others have indicated (e.g., via web downloads)is extremely popular. Thus, such a clip is not filtered out. Further,popularity may be used another factor in scoring weight.

Another possible factor in scoring that is exemplified in FIG. 1 is theuser's video viewing/behavior history 120. For example, if a user has inthe past regularly interacted with the video player application 102 soas to skip over a particular topic such as stock market news, then it islikely that the user is less interested in stock market news. Thus, suchhistory information may be used to lower the weight of clips containingstock market news according to their metadata. Note that FIG. 1 showsthe history 120 as being loaded into the video player application 102,but this data may be stored in the cloud or in any storage coupled tothe video player application.

History 120 may also be used for other considerations, and may beobtained from other sources. For example, if a user regularly watches aparticular show involving a certain celebrity, the user may be askedwhether he or she would like to modify the personalization data 108 toinclude news stories regarding that celebrity with respect to clipselection and/or filtering. The adjustment may be automatic to anextent, e.g., a user may have been watching golf a significant amount oftime recently, and thus the filtering and/or scoring may beautomatically adjusted to include some golf highlights even if theuser's personalization data 108 did not explicitly mention golf. If theuser then tends to view (rather than skip over) golf highlights in thereel, the scoring may go up to include more golf and/or weight golfhigher over time relative to highlights the user does skip over.

Still another factor in scoring may be state data 122. As describedabove, state data in the form of the current time is one such factor,e.g., older clips (those remaining after the example forty-eight hourfiltering) may be given less weight in scoring than newer clips. Anothersuch factor represented in the state data 122 may be game results. Forexample, when combined with the history 120, the application 102 maylearn that the user skips over video highlight clips of his favoriteteam whenever his team lost its game, and skips ahead to any such clipswhen they win. Thus, as one example, the weight given to a videohighlight clip may be adjusted based upon whether the user's team wonand/or lost the game with which the clip is associated. Note that FIG. 1shows the state data 122 as being loaded into the video playerapplication 102, but this data may be stored in the cloud or in anystorage coupled to the video player application.

As can be readily appreciated, numerous other factors may be used inscoring. The device being used to display the highlight reel (e.g.,whether the device is a smartphone with a small screen versus a set-topbox coupled to a high definition television) may be one such factor.Such factors and relative weights may be machine learned for many users,for example, and adjusted for a user's particular viewing history.

Following scoring and sorting, a sorted playlist catalog is assembledfor the user. The catalog may be limited to a certain total duration, bydefault or if desired by the user, or by some other criterion such as atotal number of clips. The catalog may be a separate data structure(e.g., a list or the like) that gets integrated into a narrativecomprising the video clips and other content, or may be directly builtinto a data structure that contains the narrative, e.g., identifying theclips and other content to play in association with those clips.

A video catalog presentation mechanism 124 plays the clips according tothe catalog, whereby the user sees what is (to a very high likelihood)desirable personalized content in the form of a highlight reel. Notehowever that the catalog may be dynamically reconfigured/rearranged asdescribed below.

As represented in FIG. 1, the highlight reel may contain other content126 separate from the set of clips, including transitions, videobumpers, advertisements, and other effects and/or the like, includingfrom a source 128 of the other content 126, thereby allowing a renderingmechanism 130 to provide output in the form of a more storytelling-likenarrative, for example; (note that the video catalog presentationmechanism 124 and/or the rendering mechanism 130 individually ortogether can be considered the mechanism that arranges the narrative).Such transitions may appear between highlight clips, for example. Othereffects (e.g., including video, graphics and/or animations withaccompanying audio) may be inserted into and/or superimposed over/aroundthe video clips, and so forth, e.g., in time order and/or in screen areaappearance. For example, an introduction may precede the playing of thefirst clip, such as if a network provided the set of clips from amongits highlights and thus presents an opening clip identifying thatnetwork, setting forth a copyright notice, and so forth. Transitions maybe shown between highlight clips, and a closing clip and/or other effectmay end the highlight reel. Advertisements may appear as part of theoverall experience, as may other features, such as a scrolling textticker or the like related to current events.

Via the metadata 114, the transitions, effects and other contentinsertions such as advertisements may be selected for relevance to thecurrent clip or clips before and after the effect/content insertion. Forexample, a transition from a current news story to a story about acelebrity may include an image of that celebrity and text to indicatethat a highlight video regarding that celebrity is upcoming. Anadvertisement related to buying a particular sports team's merchandisemay follow (or accompany) a highlight reel containing a big win for thatsports team, for example. As another example, a transition for anupcoming sports video clip may include metadata-based information, suchas a title, score of the game, team statistics, standings, key playerstatistics and so forth. In one alternative, the user may personalizetransitions and/or other effects by specifying certain statistics toview, e.g., related to the user's fantasy sports team.

In one implementation, the catalog may be dynamically configured orreconfigured at any time, such as while one clip is playing. Forexample, a new clip may become available while another clip is playing,causing the catalog to be reconfigured (or a new catalog to be built);clips in the reconfigured catalog that have already been played may bemarked as such to avoid replaying them unless requested by the user.Other content in the narrative may also change (or be changed instead ofthe catalog); as used herein, the term “rearranging” with respect to thenarrative includes reconfiguring any or all of the catalog and/orchanging any or all of the other content.

Dynamic reconfiguration or rebuilding, as well as other effects, mayoccur in response to an event, such as time, existence of a new clip,user interaction, new state data, a breaking news story, and so forth.For example, user interaction with a currently displayed score in a textticker may add a highlight clip (that is otherwise not there) to thecatalog, or change an effect such as split screen or picture-in-pictureto show that clip without necessarily changing the catalog. Interactionmay be via a controller, voice, gesture, touch, and/or the likedepending on what input mechanisms are available. A device may becomplemented by a companion device, e.g., a smartphone may be used tohelp select content shown on a high-definition television set.

Note however that reconfiguration may not occur if the user is able tochoose to use the catalog in an offline mode, e.g., to buffer thecontent while in Wi-Fi range or while connected to a high bandwidthsource, such as to avoid paying for data charges/waiting for slowernetworks. Also, a user also may share or save a highlight reel, in whichevent the catalog is persisted at the time of sharing/saving; note thatthe transitions may or may not be persisted, e.g., some or all newtransitions and/or effects may appear upon the replaying of a saved orshared reel, such as more current information if available.

Further, in one implementation the video player application componentsare arranged in a pipeline type arrangement. This allows the videoplayer application to be extended with one or more other components, acomponent may be replaced, updated and so forth without necessarilychanging any of the other components. By way of example, consider acomponent that senses a user's emotional reaction to a viewed game orother clip; the scoring component may be updated to accept such reactiondata in computing the scores.

FIG. 2 summarizes via a flow diagram some example steps taken withrespect to obtaining personalized clips for a user, beginning at step202 where a user's personalization data is accessed. Step 204queries/searches for clips; the search itself may perform somefiltering, such as by using personalization data and metadata to includeor exclude certain clips from the set. Thus, as used herein, “querying”and its derivatives (e.g., “query” and “queried”) includes conceptsrelated to “filtering” and its derivatives (and vice-versa), as a queryitself can be selective. Step 206 adds any clips based upon popularity,for example.

Step 208 represents any further filtering, if all filtering is notperformed during querying. For example, the querying at step 204 may berelatively general filtering to find as many clips as possible that maybe relevant, with the further filtering at step 208 being a morefine-grained filtering, including to possibly remove any clips addedbecause of popularity. Querying may be inclusive in nature, withsubsequent filtering being exclusive, or vice-versa. In general, thequerying and/or any subsequent filtering operations provide a moremanageable set for scoring, e.g., instead of scoring many thousands ofclips that may be found, querying and/or filtering may reduce the set toa subset of a few dozen, which then may be efficiently scored andranked.

Step 210 represents providing the metadata associated with each of theclips that remain after filtering. As can be readily appreciated, thismetadata is used as factors in the scoring. Note that in this example,scoring and sorting are performed at the user device, and thus step 210provides the metadata to the user device; however as described above thescoring may be performed remotely, (whereby scoring and sortinggenerally occur where step 210 is performed).

Step 212 represents receiving a request from the user device for thecontent (clips and other content such as transitions) to play. Dependingon the type of request, the clips and other content may be streamed asrequested to a device buffer, or downloaded for offline use, forexample, as represented by step 214. The dashed line from step 214 tostep 212 represents ongoing communication as needed for additionalcontent downloading/streaming.

FIG. 3 represents a flow diagram showing example steps at a user device,(notwithstanding that some of these steps alternatively may be performedremotely). Step 302 represents receiving the metadata for the clips andother content, such as corresponding to step 210 of FIG. 2. Step 304represents detection interaction to start the playing, and receiving andplaying the starting content, such as comprising an introduction video,text, graphics and/or animation, which begins the playing of thehighlight reel. Steps 306 and 308 represent the scoring and sortingoperations, which may occur separately or at the same time (e.g., thecatalog may be modified as each score is computed).

Step 310 represents the selection of a highlight video clip to play,starting with the first clip on the list. Streaming or downloading maybegin for the first clip and for any clip-dependent associated contentonce the clip is known; additional content may be streamed/downloaded inanticipation of being needed so as to avoid perceived playback delay.Step 312 thus determines and receives what other content (e.g.,transition, advertisement and/or the like) is associated with thatcontent; note that other content played before the clip may bedownloaded/streamed before the clip itself. Step 314 plays the clip andthe other content; note that the clip may not be played until after someor all of the other associated content, such as a transition has played,and that other content may be played along with the clip, and/or followthe clip. Step 316 repeats the process for each other clip. When thevarious clips and associated content have been played, end content (notnecessarily clip-dependent) may be played (step 318), such as anadvertisement, goodbye message and so forth.

Although not explicitly shown in FIG. 3, it is understood that userinteraction may occur at any time, including during playing of thecontent. Typical interaction includes fast forwarding, rewinding,pausing, skipping and so forth. Skipping/fast forwarding of certaincontent such as copyright notices may be disallowed. Other interactionmay be to select another clip, for example, such as available viathumbnails visible via a footer or the like. A user may interact toshare a particular clip, e.g., as a recommendation to their friend, oralso may have new clips inserted into the user's highlight reel due toone or more recommendations from friends or the like. Note that if auser interacts in some way that he or she likes or dislikes a particularclip, this may influence the later highlight reel. Thus, as describedabove, reconfiguration of the catalog may occur as a result of an event.In general, unless user interaction triggered the reconfiguration, thereconfiguration allows the currently playing clip (and possibly any ofits related other content) to complete, whereby the user does not noticethe reconfiguration, and seamlessly sees the narrative presentation asif the catalog was initially configured that way. Note however that theupcoming playlist may be modified with content insertion and indicators,e.g., while watching the highlight reel and something new arrives, thecontent enters into the queue and may be accompanied by a visibleindicator that indicates that the system is adding to the experiencewith something new coming up.

Exemplary Operating Environment

It can be readily appreciated that the above-described implementationand its alternatives may be implemented on any suitable computingdevice, including a gaming system, personal computer, tablet, DVR,set-top box, smartphone and/or the like. Combinations of such devicesare also feasible when multiple such devices are linked together. Forpurposes of description, a gaming (including media) system is describedas one exemplary operating environment hereinafter.

FIG. 4 is a functional block diagram of gaming and media system 400 andshows functional components in more detail. Console 401 has a centralprocessing unit (CPU) 402, and a memory controller 403 that facilitatesprocessor access to various types of memory, including a flash Read OnlyMemory (ROM) 404, a Random Access Memory (RAM) 406, a hard disk drive408, and portable media drive 409. In one implementation, the CPU 402includes a level 1 cache 410, and a level 2 cache 412 to temporarilystore data and hence reduce the number of memory access cycles made tothe hard drive, thereby improving processing speed and throughput.

The CPU 402, the memory controller 403, and various memory devices areinterconnected via one or more buses (not shown). The details of the busthat is used in this implementation are not particularly relevant tounderstanding the subject matter of interest being discussed herein.However, it will be understood that such a bus may include one or moreof serial and parallel buses, a memory bus, a peripheral bus, and aprocessor or local bus, using any of a variety of bus architectures. Byway of example, such architectures can include an Industry StandardArchitecture (ISA) bus, a Micro Channel Architecture (MCA) bus, anEnhanced ISA (EISA) bus, a Video Electronics Standards Association(VESA) local bus, and a Peripheral Component Interconnects (PCI) busalso known as a Mezzanine bus.

In one implementation, the CPU 402, the memory controller 403, the ROM404, and the RAM 406 are integrated onto a common module 414. In thisimplementation, the ROM 404 is configured as a flash ROM that isconnected to the memory controller 403 via a Peripheral ComponentInterconnect (PCI) bus or the like and a ROM bus or the like (neither ofwhich are shown). The RAM 406 may be configured as multiple Double DataRate Synchronous Dynamic RAM (DDR SDRAM) modules that are independentlycontrolled by the memory controller 403 via separate buses (not shown).The hard disk drive 408 and the portable media drive 409 are shownconnected to the memory controller 403 via the PCI bus and an ATAttachment (ATA) bus 416. However, in other implementations, dedicateddata bus structures of different types can also be applied in thealternative.

A three-dimensional graphics processing unit 420 and a video encoder 422form a video processing pipeline for high speed and high resolution(e.g., High Definition) graphics processing. Data are carried from thegraphics processing unit 420 to the video encoder 422 via a digitalvideo bus (not shown). An audio processing unit 424 and an audio codec(coder/decoder) 426 form a corresponding audio processing pipeline formulti-channel audio processing of various digital audio formats. Audiodata are carried between the audio processing unit 424 and the audiocodec 426 via a communication link (not shown). The video and audioprocessing pipelines output data to an A/V (audio/video) port 428 fortransmission to a television or other display. In the illustratedimplementation, the video and audio processing components 420, 422, 424,426 and 428 are mounted on the module 414.

FIG. 4 shows the module 414 including a USB host controller 430 and anetwork interface (NW I/F) 432, which may include wired and/or wirelesscomponents. The USB host controller 430 is shown in communication withthe CPU 402 and the memory controller 403 via a bus (e.g., PCI bus) andserves as host for peripheral controllers 434. The network interface 432provides access to a network (e.g., Internet, home network, etc.) andmay be any of a wide variety of various wire or wireless interfacecomponents including an Ethernet card or interface module, a modem, aBluetooth module, a cable modem, and the like.

In the example implementation depicted in FIG. 4, the console 401includes a controller support subassembly 440, for supporting four gamecontrollers 441(1)-541(4). The controller support subassembly 440includes any hardware and software components needed to support wiredand/or wireless operation with an external control device, such as forexample, a media and game controller. A front panel I/O subassembly 442supports the multiple functionalities of a power button 443, an ejectbutton 444, as well as any other buttons and any LEDs (light emittingdiodes) or other indicators exposed on the outer surface of the console401. The subassemblies 440 and 442 are in communication with the module414 via one or more cable assemblies 446 or the like. In otherimplementations, the console 401 can include additional controllersubassemblies. The illustrated implementation also shows an optical I/Ointerface 448 that is configured to send and receive signals (e.g., froma remote control 449) that can be communicated to the module 414.

Memory units (MUs) 450(1) and 450(2) are illustrated as beingconnectable to MU ports “A” 452(1) and “B” 452(2), respectively. Each MU450 offers additional storage on which games, game parameters, and otherdata may be stored. In some implementations, the other data can includeone or more of a digital game component, an executable gamingapplication, an instruction set for expanding a gaming application, anda media file. When inserted into the console 401, each MU 450 can beaccessed by the memory controller 403.

A system power supply module 454 provides power to the components of thegaming system 400. A fan 456 cools the circuitry within the console 401.

An application 460 comprising machine instructions is typically storedon the hard disk drive 408. When the console 401 is powered on, variousportions of the application 460 are loaded into the RAM 406, and/or thecaches 410 and 412, for execution on the CPU 402. In general, theapplication 460 can include one or more program modules for performingvarious display functions, such as controlling dialog screens forpresentation on a display (e.g., high definition monitor), controllingtransactions based on user inputs and controlling data transmission andreception between the console 401 and externally connected devices.

The gaming system 400 may be operated as a standalone system byconnecting the system to high definition monitor, a television, a videoprojector, or other display device. In this standalone mode, the gamingsystem 400 enables one or more players to play games, or enjoy digitalmedia, e.g., by watching movies, or listening to music. However, withthe integration of broadband connectivity made available through thenetwork interface 432, gaming system 400 may further be operated as aparticipating component in a larger network gaming community or system.

CONCLUSION

While the invention is susceptible to various modifications andalternative constructions, certain illustrated embodiments thereof areshown in the drawings and have been described above in detail. It shouldbe understood, however, that there is no intention to limit theinvention to the specific forms disclosed, but on the contrary, theintention is to cover all modifications, alternative constructions, andequivalents falling within the spirit and scope of the invention.

What is claimed is:
 1. In a computing environment, a method performed atleast in part on at least one processor comprising, accessingpersonalization data, determining video clips based upon thepersonalization data and metadata associated with the video clips,generating transition content relevant to a first one of the video clipsby: retrieving metadata associated with the first one of the videoclips, the retrieved metadata being textually descriptive of contentincluded in the first one of the video clips, and inserting theretrieved metadata, being textually descriptive of the content includedin the first one of the video clips, into the transition content fordisplay before the first one of the video clips is displayed, andgenerating for display the video clips and the transition content in asequence for narrative presentation based upon the personalization dataand at least some of the metadata, such that upon playing of thenarrative presentation, the transition content is played before thefirst one of the video clips, and wherein the transition contentincludes for display the retrieved metadata associated with the firstone of the video clips; determining, during playback of the narrativepresentation, that an event has occurred; in response to the eventoccurring during the playback of the narrative presentation, dynamicallyreconfiguring the sequence of the video clips and the transition contentin the narrative presentation; and in response to dynamicallyreconfiguring the sequence for narrative presentation, marking videoclips in the sequence that have already been played during display ofthe narrative presentation as already played.
 2. The method of claim 1further comprising, arranging the video clips ordered according to thesequence and other content into the narrative presentation.
 3. Themethod of claim 2 wherein arranging the video clips and other contentinto the narrative presentation comprises including transition contentthat upon playing of the narrative is played before at least one videoclip.
 4. The method of claim 2 wherein arranging the video clips andother content into the narrative presentation comprises including anadvertisement that upon playing of the narrative is played inassociation with at least one video clip.
 5. The method of claim 1wherein determining the video clips based upon the personalization dataand the metadata comprises querying for video clips associated withmetadata that matches information corresponding to at least some of thepersonalization data.
 6. The method of claim 1 wherein determining thevideo clips based upon the personalization data and the metadatacomprises filtering a set of available video clips into a smallersubset.
 7. The method of claim 1 wherein presenting the video clips in asequence comprises determining scores for at least some of the videoclips and ordering the video clips based upon the scores.
 8. The methodof claim 1 further comprising, arranging the video clips according tothe sequence and other content into the narrative presentation,detecting interaction directed towards playing the narrativepresentation, and playing at least part of the narrative presentation inresponse to detecting the interaction.
 9. The method of claim 1, whereinthe metadata associated with the first one of the video clips comprisesat least one of: a title, a score of a sports game, statistics relatedto a sports team, sports standings, sports statistics, and a name of acelebrity.
 10. A system comprising, a filter set for determining a setof personalized video clips from a larger set of available video clipsbased upon at least some personalization data, a content scoringcomponent for determining scores for the set of personalized videoclips, a sorting component that orders the video clips, a mechanism forgenerating other content relevant to a first one of the video clips by:retrieving metadata associated with the first one of the video clips,the retrieved metadata being textually descriptive of content includedin the first one of the video clips, and inserting the retrievedmetadata, being textually descriptive of the content included in thefirst one of the video clips, into the other content for display beforethe first one of the video clips is displayed, and a mechanism thatarranges the video clips and the other content into a narrative forplaying by inserting the other content into the narrative, the othercontent comprising at least one of introductory content, transitioncontent and ending content relevant to the first one of the video clips,wherein the other content is inserted such that upon playing of thenarrative, the other content is played before the first one of the videoclips, and wherein the other content includes for display the retrievedmetadata associated with the first one of the video clips; a mechanismfor determining, during playback of the narrative, that an event hasoccurred; a mechanism for, in response to the event occurring, duringplayback of the narrative, dynamically reconfiguring the arrangement ofthe video clips and the other content; and a mechanism for, in responseto dynamically reconfiguring the arrangement of the video clips, markingvideo clips in the arrangement that have already been played as alreadyplayed.
 11. The system of claim 10, wherein the filter set selects theset of personalized video clips based upon metadata.
 12. The system ofclaim 10 further comprising a remote personalization service to allowaccess to the personalization data from a plurality of remote devices.13. The system of claim 10 wherein the content scoring component furtherdetermines the scores based upon one or more criteria including at leastone of popularity data, user behavior history data or state data. 14.The system of claim 10 wherein the personalization data comprises datarelated to sports, and wherein at least some of the personalized videoclips comprise sports highlight clips.
 15. The system of claim 10wherein the other content comprises content that is superimposed aroundat least some of the set of personalized video clips.
 16. The system ofclaim 10, wherein the metadata associated with the first one of thevideo clips comprises at least one of: a title, a score of a sportsgame, statistics related to a sports team, sports standings, sportsstatistics, and a name of a celebrity.
 17. One or more computer-readablestorage memory having computer-executable instructions, which whenexecuted perform steps, comprising: ordering information correspondingto a set of video clips into a catalog based upon personalization datacorresponding to sports; generating other sports content relevant to afirst one of the video clips by: retrieving metadata associated with thefirst one of the video clips, the retrieved metadata being textuallydescriptive of content included in the first one of the video clips, andinserting the retrieved metadata, being textually descriptive of thecontent included in the first one of the video clips, into the othersports content for display before the first one of the video clips isdisplayed, and arranging the catalog into a highlight reel based uponthe ordering, including adding the other sports content relevant to thefirst one of the video clips to the highlight reel as transition contentsuch that upon playing of the highlight reel, the other sports contentis played before the first one of the video clips, and wherein the othersports content includes for display the retrieved metadata associatedwith the first one of the video clips; playing at least part of thehighlight reel, including playing at least the first one of the videoclips; determining, during playback of the highlight reel, that an eventhas occurred; in response to the event occurring during playback of thehighlight reel, dynamically reconfiguring the arrangement of thehighlight reel including the other sports content; and in response todynamically reconfiguring the arrangement of the catalog, marking videoclips in the catalog that have already been played as already played.18. The one or more computer-readable storage memory of claim 17 whereinordering the catalog comprises determining a score for each video clip,and sorting based upon the scores for the set of video clips.
 19. Theone or more computer-readable storage memory of claim 17 whereinarranging the catalog into a highlight reel comprises addingintroductory content before a first video clip in the highlight reel, oradding transition content between at least two video clips in thehighlight reel, or both adding introductory content before a first videoclip in the highlight reel, or adding transition content between atleast two video clips in the highlight reel.
 20. The one or morecomputer-readable storage memory of claim 17, wherein the metadataassociated with the first one of the video clips comprises at least oneof: a title, a score of a sports game, statistics related to a sportsteam, sports standings, sports statistics, and a name of a celebrity.